The Last of Us: "Brutality in service of emotion" | Gamereactor UK

GR-UK: GRTV talked to The Last of Us lead designer Jacob Minkoff, who fleshed out the game world and outlined some interesting tidbits - like the moment in Uncharted that conceptualised the game.

"We were really excited about the moment with Tenzin, the sherpa, who you collaborate with during the ice cave [in Uncharted 2]," he explains. "The reasons we liked that was he was Drake's equal. He was as, if not more, capable than Drake.

"And we thought that'd be interesting if you could have a whole game were you were collaborating with an A.I ally who is as capable as you. And that's really were this idea came from, that dynamic of having a very capable, very indispensable ally was something we loved in Uncharted and wanted to make a full game of."

Watch the full interview as he also discusses the different factions ("there are people who are just trying to rebuild society, people who are growing crops"), the cost of life in the new world order ("they'll kill somebody for three bullets and a half bottle of alcohol") and how the game's a lot more than its explosive moments ("It's not about the sound and the fury. It's about the quiet moments between people...that's the dynamic we wanted to get across: brutality and violence in service of honour and love and bonds between human beings").